2017/6/29: Added a couple of desktop videos...one of me evaluating a few builds with things I look for (Build Progression chapter), and another of me discussing the standard movement speed items (Movement, Part 1: Shoes & Boots chapter).

2017/6/20-21: Guide is updated as of Patch 4.11, "Code of Chivalry." Thanks to KingScuba (Super Moderator @ the official Smite forums) for feedback and suggestion for viability notation. Minor wording adjustments/revisions made for better clarity.

2017/5/22: Guide is updated as of Patch 4.9, "Nine Tailed Terror."

2017/4/28: Guide is updated as of Patch 4.7, "Pillars of Success." Pretty sure I've got the idea behind Lono's Mask correct, but please provide feedback if I didn't. (It's in the Starting Items chapter) Also, welcome back to the stage, Rage.

Welcome to my Items guide, which discusses the merits and viability of individual items. It also covers other aspects of choosing items, including builds and build progression, appropriate itemization for god types and roles, and concepts such as mechanics of damage mitigation and how penetration / protection reduction works.

I'm looking for feedback, corrections, additions, and anything else that will improve the content of this guide. With that said, let's get into it.

Build Progression for Various Roles/Classes

Theorycrafting and the art of optimizing builds has always been at the forefront of high-level play. Individual skill level and teamwork can make or break a team, but item choices have a huge effect as well.

The process of choosing the best items for a given situation incorporates recognition of several things, including but not limited to:

God Kit: What skills does the god have? Do they include high damage, or do they provide a lot of area control (CC)? Does the god have strong basic attacks or do they rely on abilities?

Scylla is a mage whose kit focuses on high, single-hit burst damage...she should focus on items that provide power and penetration. Kumbhakarna is a guardian with abilities that stun, mesmerize, and knock up the enemy, so his strength is control, and CDR items work well for him.

Erlang Shen has a quick basic attack string, with a passive that enhances basic attack damage, so he should focus on items that enhance basic attacks. Vulcan has a passive that enhances his survivability and sustain when he hits enemies with abilities, and his Inferno Cannon deals basic attack damage better than he ever could...he should just concentrate on ability use.

Damage Types & Scaling: Does the god have single-hit skills, or do their abilities hit multiple times in succession? What is the scaling of said abilities (+ X% of your physical/magical power)?

Do the god's skills have high base damage and low scaling, or low base damage and high scaling? High scaling strongly benefits from higher power (e.g. Loki's Aimed Strike has 100% scaling), but low scaling usually means a focus on penetration will do more for their damage output.

Game Mode: Are you playing Conquest and expect to find yourself alone or with only one other teammate for a good portion of the match? Are you playing Duel, where it's just you and an enemy? Or are you playing Arena, where it's a constant teamfight?

In Duel, for example, you only have to worry about one god, so counter-building is a key component of an effective build. Against a basic attacker like Kali, physical protections such as Midgardian Mail can work well to slow her attack and give you a second of breathing room when she engages.

In teamfight modes, aura items can have effects on multiple gods at once, and threat of damage from multiple enemies at any time can mean protections can have a more significant effect.

Team Compositions: Once you're familiar with the gods, you can easily recognize if an enemy team is likely to be tanky, squishy, or if there's an imbalance (e.g. 4 magical gods and only 1 physical god). It will also have an effect on which god you choose (depending on teammates choices, role calling, etc.).

If you're a tank, and you see the enemy team has 4 physical gods, the physical protection aura from Sovereignty, purchased early, is going to have a beneficial effect for your whole team. Likewise, if you see that multiple gods on your team are basic-attack oriented, choosing Shogun's Kusari will help enhance their damage output.

If you're a physical basic attacker, and you have 2 other strong physical gods on your team, getting a protection reduction item such as The Executioner will help increase their damage. As a magical god that deals multiple hits per ability use, and you have 2 other magical gods on your team, getting Spear of the Magus not only helps your damage, but your teammates' as well.

Price: What is the gold cost of the item? Especially in longer game modes with slower gold accumulation (such as Conquest), choosing a high cost item early in the game can mean that you're still working to complete it while the enemy already has completed theirs, giving them a significant statistical advantage at least until you're able to finish your item.

Building lower-cost items early in a match helps lay the foundation of needed stats to enhance the effects of higher-cost items later in a match. Depending on mode, god, and enemy comp, consider building cheaper bridge items, such as Berserker's Shield or Gladiator's Shield.

Aggressive Playstyle: Do you find yourself overextending a lot? Are you able to easily get kills, but then have problems getting out alive? Of course, the optimal solution is to train yourself to recognize optimal situations where you can attack, with a high probability of survival, by watching enemy ability use (making sure their CC abilities or ults are down), gaining better awareness of surroundings and teammate proximity to help, etc. However, as an example, one build style you might consider is to build some protection instead of going full glass cannon, or get some additional movespeed to help you escape.

Having to back constantly due to low health, mana, or both: Do you take too much damage, too often, in comparison to enemies? Do you constantly find that you're out of mana? For health, choosing items with additional health or protections can help you stay out longer, but you might also consider items providing lifesteal or HP5 early in a build (or at least earlier than normal). For mana, consider 2 options: 1) learning to choose the best times to use abilities, rather than just always using them when they're available, or 2) building items providing additional mana or MP5.

Consider God Choice: this isn't really a topic stemming from Krett's quote, but it also applies. If you have an aggressive playstyle, it's probably better for you to choose Bacchus or Sobek over Khepri. If you're much more comfortable hanging back and poking or protecting from distance, you might find more enjoyment playing Isis over Chang'e, or Geb instead of Ymir. Learn the strengths of each god, and consider honing your skills with those gods that fit your personal preference.

The following is a brief and general breakdown of standard build progression based on role. This section will likely see revisions for better presentation of ideas. Consider this a rough draft.

Also, if you'd like to see a (technically rough) video of me going through some very basic pointers on evaluating builds, check it out below:

Tanks

Summary: Tanks choose items that provide protections and health, with the intent of playing on the front-line, soaking up a lot of damage, and being a major distraction to the enemy team. Guardians and Warriors are most often built tanky.

General Role: Full tanks are usually built in the Support role in Conquest, though many Guardians and Warriors in the Solo lane may also build similarly. They have great function in all other modes to help soak damage and protect teammates.

Build progression: In almost all modes, other than potential starter items (Blessings), movement speed items are obtained first. This is typically followed by protection/health items, and finishes with situational items that include counter items and CDR items for higher ability use. You almost never see offensive items being built. Here is an example:

Bruisers

Summary: Bruisers combine protection items and damage items, often to help counter specific enemies while retaining a good amount of damage potential. In some cases, gods with high base damage or particularly damaging abilities can build mostly protections and still be an offensive threat.

General Role: Conquest Solo-laners, as well as select Junglers, will often build as Bruisers. In other modes, almost any god can go Bruiser, depending on the situation. Bruisers may come from almost all classes other than Hunters (who usually are best built as full damage/Glass Cannon), but are typified by the Warrior classes more than others.

Build progression: In almost all modes, other than potential starter items (Blessings), movement speed items are obtained first. This is typically followed by a combination of specific protection item to counter a lane enemy or the highest threat, and further damage, CDR, and/or protection items thereafter. For Warriors in Conquest Solo-Lane, they'll usually get a counter protection item 2nd. For Assassins, the 2nd item might be an offensive item rather than defensive. Here is an example:

Glass Cannon (Full Damage)

Summary: Glass cannon builds focus on maximizing damage via stats like power, penetration, attack speed, and CDR at the cost of survivability. Some damage items they choose have additional utility, such as slows or lifesteal. "The best defense is a good offense" is a perfect motto for them. They may occasionally build items with some protection function, but generally want as much damage as they can get.

General Role: Gods that choose full damage are commonly in the Hunter and Mage classes. Some Assassins also thrive with full damage, but are best suited to it when they have strong mobility/escape abilities to get them out of dangerous situations.

Build progression: In almost all modes, movement speed items are obtained first. Depending on the god, all following items look to increase their CDR, attack speed, lifesteal, power, and/or penetration stats...things that increase their damage output.

Starting Items (Blessings)

Starting items, AKA Blessings, are effective low-cost items intended to support the early stages of a match. However, they are quickly outclassed by standard items, so are usually best utilized in modes that progress more slowly, such as Conquest, Joust, and Siege. They are replaced in the late game.

Blessings are new to Season 5, with the idea to help enforce roles. They share the same price of 700 gold. Only one can be bought per match, and cannot be re-bought once sold. Despite the item names, they are universal, so are not limited to specific classes. All Blessings stack based on different criteria, and have a final, evolved form providing additional benefit.

The 5 Conquest blessings can be bought in any mode, while the 3 Non-Conquest blessings can only be bought in non-Conquest modes.

This item provides help for early ability-based wave clear, poke, and mana sustain. Mostly picked up by mages, it can also be the best starting item choice for hunters who rely more on their abilities than basic attacks.

Warrior's Blessing

+75 health, +3 reduction from all damage taken, +40 health and mana restored upon dealing damage to an enemy god, 10 second CD.

ROLE QUEST (Passive): dealing damage to an enemy god provides 1 stack. This effect can only occur once every 10 seconds. Getting a kill or assist on an enemy god provides 3 stacks. At 15 stacks, this item evolves, gaining +15 physical and magical protection.

Provides strong early sustain via damage reduction and health sustain. Important for boxing, especially if being aggressive in the vicinity of minions.

Supports may consider this item, as it does provide tank stats, if they have strong early games and are partnered with teammates who also have strong early games, but they'll likely miss the mana sustain that Guardian's Blessing provides.

The stats seem a bit low, but as a starter, it provides a pretty good boost to damage potential, with the evolved state getting very early flat pen. Combined with your standard 1st main item (Boots/Shoes), you'll be able to deal some good early damage.

Sees relatively little use as the stats are underwhelming for most teamfight modes. You're typically better off rushing MS or getting a different blessing.

Specialist's Blessing

+20 MP5, 10% CDR.

ROLE QUEST (passive): damage enemies or heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 Stack. Each ability can only trigger up to 3 stacks. At 75 stacks, this item evolves, gaining +10% Movement Speed.

This item provides a lot of potential utility in all non-Conquest modes. The 10% CDR (like Mage's Blessing) is very nice for the cost. Combined with the increased movespeed once evolved, it can possibly retain value until late-game, where it would be sold for a full T3 item.

Due to the eventual movespeed gained, interesting starts may be possible. Example: Kali. Instead of choosing Boots as her first main item, consider moving directly into Hastened Katana for a total 20% MS. Late-game, sell Blessing for Stone Cutting Sword or other item with added movespeed, negating the need for shoes at all.

Movement, Part 1: Shoes & Boots

Movement speed items are essential early items on all gods in all modes. They not only help you get from point A to point B more quickly, but generally provide strong stat value for the cost. The 4 items for both magical and physical gods have significantly varied utility, so an understanding of their functions will help you choose the best option for the mode and your playstyle.

*CONQUEST LATE-GAME NOTE* Elixir of Speed is a new item, designed to replace the standard movement speed your Boots/Shoes provide with a permanent 18% MS.

Costs 1,500 gold.

This does NOT stack with any MS from Boots/Shoes, but allows you to replace the original item with any other item of your choice.

It is only available in Conquest mode.

It should not be purchased early in a match, as it only provides movement speed, and no other stat.

Most functional in teamfight modes, where you'll have many opportunities to spam your abilities.

Shoes of the Magi

55 magical power, 10 magical penetration, 18% move speed.

Viability, Usage & Status:High Viability. Best early-game damage option, due to the added penetration. Great for early aggression.

This is the best choice for a Mage's damage output, especially in the early game. The early flat penetration really helps bite into a low-level enemy's health. In this, you're sacrificing some CDR to provide more burst damage. This is the most common item chosen by Mages in the Mid-Lane, as well as magical ADCs.

Consider replacing late-game for Shoes of Focus if you haven't already maxed CDR.

Viability, Usage & Status:High Viability. Enhanced mobility option for a variety of gods in Conquest. Somewhat less potential function in other modes.

With the new Season 5 Conquest map's increased width, travel between lanes and in the jungle will take longer. Movespeed (especially heightened movespeed over a standard 18%) is a vital stat, and the added MP5 is functional for any god. Expect to see it mostly on Supports, but don't be surprised to see it built for Junglers (quicker rotations) and Soloers, since the passive is like the old Swift Wing, allowing wearers to get back to lane ASAP.

Physical Movement Speed Items

Ninja Tabi

20 physical power, 20% attack speed, 100 mana, 18% move speed.

Viability, Usage & Status:High Viability. Option for basic-attacking Assassins, Hunters, and Warriors in all modes. Also used to replace Warrior Tabi in the late game.

If you built a high-power stacking item first, this is a strong choice as your move speed item, especially when your late-game damage will come from your basic attacks. You can choose this if you feel comfortable with your wave clear, or you may choose to replace Warrior Tabi with this in the late game, after Qin's Sais or crit items are completed.

The only gods you wouldn't want this for are those whose damaging abilities have high scaling, or if you plan to build significant attack speed in later items and don't want to possibly overcap attack speed.

Viability, Usage & Status:High Viability. Tanky option for Warriors in the Support role.

These boots are specifically picked up by Warriors in the Support role. Not generally the best choice for Warriors in the Solo lane, as they need as much wave-clear damage as possible to help win their lane and thus usually choose more offensive options.

The protection stacks can be quickly built when facing enemies with ticking / DoT damage.

Talaria Boots

20 physical power, 25% move speed, +15 MP5, passive (gain +14% move speed and +25 HP5 while out of combat. Each time you hit an enemy god with a damaging ability you earn +30 gold. Can only occur on the same god once every 90 seconds).

Viability, Usage & Status:High Viability. Enhanced mobility option for a variety of gods in Conquest. Somewhat less potential function in other modes.

With the new Season 5 Conquest map's increased width, travel between lanes and in the jungle will take longer. Movespeed (especially heightened movespeed over a standard 18%) is a vital stat, and the added MP5 is functional for any god. Expect to see it mostly on Supports, but don't be surprised to see it built for Junglers (quicker rotations) and Soloers, since the passive is like the old Swift Wing, allowing wearers to get back to lane ASAP.

This provides the highest power of all boots, and is the best choice for ability damage. Not only does higher power provide more ability damage, but physical power increases basic attack damage in a 1:1 ratio (except for Izanami, where damage from a single hit only increases by 50% of power). Should be chosen by almost all Warriors in the Solo lane, as well as Junglers.

For Hunters, you may consider replacing this item with Ninja Tabi late game, to enhance DPS for some gods...best for those that have limited to no attack speed steroid abilities.

Movement, Part 2: Supplemental Movespeed Items

Items that provide movement speed bonuses are usually picked up AFTER the main movement speed shoes/boots, to enhance mobility for faster rotations, as well as provide other utility not found in other items. Many of these are picked up fairly early in a match, when needed in a particular build.

Movement speed is likely to have increased value in Season 5's Conquest map, due to the increased size of the map and quicker-spawning jungle camps.

Viability, Usage & Status:Medium Viability. Provides an incredible increase in move speed and 10% CDR, so is best considered for ability-based Junglers that want enhanced rotation speed.

This is a risky item, in that it makes you take increased damage from all sources. That said, the huge move speed boost can allow you to dominate the Jungle and steal camps from everywhere. Possibly an early alternative item to Shoes, and something to be sold late-game.

This is practically an essential item for a Mage focusing on basic attack damage, such as Chronos, Freya, and sometimes Sol depending on her build focus. The attack speed increase, paired with high % protection reduction, gives a huge boost to damage output.

This item grants 4 seconds of high mobility for boxing when basic attacking, before requiring a 25 second CD to become available again. Can see some good effect for some magical gods such as Chronos, Poseidon, Sol, and Freya.

Viability, Usage & Status:Medium Viability. Utility option for Guardians in the Support role, with multiple minor benefits. Strategic pickup in the mid to late game, great in combination with group relics in teamfights.

A jack-of-all-trades item, it doesn't stand out anywhere, but has tons of potential utility at an extremely reasonable price. A bit of CDR and health is helpful for all Guardians. The move speed is great for quicker rotations, especially for slower gods without mobility.

To maximize the relic CDR effect, make sure you're using your relics as much as possible in any teamfight. Especially effective for gods that use Blink Rune.

Rod of Asclepius

90 magical power, 200 health, 7% move speed, passive (the healing abilities of you and allies within 70 units is increased by 10%. If you are in combat, you provide 15% additional healing to allies).

Viability, Usage & Status:High Viability. Optional-to-essential item to enhance group healing. Usually picked up in the mid-game.

Not only does this item enhance healing, but the added move speed and health provide good utility for healing mages, since they don't really have escapes. Usually picked up after movement speed and CDR items, but can be purchased late if other items are preferred earlier.

The anti-heal effect is applied via basic attacks, so only has utility function for gods that use basic attacks often. Without any power, this item is used only sporadically.

Winged Blade

300 health, 20% CC reduction, 10% move speed, passive (when hit by a slow, you are immune to slows and your movement speed is increased by 20% for 4 seconds. Only occurs once every 30 seconds).

Viability, Usage & Status:Medium Viability. Defensive utility option for Guardians in the Support role, as a counter to slows. Often picked up in the mid-game, but can be picked up late for added utility.

For a low price, you get added movespeed and tanky counter to high enemy team CC and slows. Situational use for Guardian Supports, or for desperate Mages with low mobility struggling with enemy CC.

Similar to the other items above that provide multiple functions, this is a direct counter item to basic attackers. May see situational use by specific basic attack Mages, as well as Guardians of all types. Combines very well with Midgardian Mail

Viability, Usage & Status:Medium Viability. Strategic option for basic attackers to help stay close to enemies or retreat immediately after a fight.

This is a specialized attack speed item, giving you added mobility when basic attacking enemies. The increased duration of the passive MS buff may be functional for basic attackers with rotations, chasing, or retreating.

Viability, Usage & Status:Medium Viability. Usage in the meta remains to be seen. Provides an incredible increase in move speed, and a very high 20% CDR, so is best considered for ability-based Junglers that want enhanced rotation speed.

This is a risky item, in that it makes you take increased damage from all sources. That said, the huge move speed boost can allow you to dominate the Jungle and steal camps from everywhere. Possibly an early alternative item to Boots, and something to be sold late-game.

Unknown use in the meta, as it is a brand new item.

Golden Blade

30 physical power, 15% attack speed, 10% move speed, passive (all basic attacks will also hit enemies within a 15 unit radius of the target for 50% of the damage to gods, 75% damage to minions and jungle camps).

This is a specialized item for Assassins, allowing you very quickly and efficiently clear jungle camps, often without having to use an ability to help. This can free up extra mana and allow abilities to be ready for enemy god encounters.

Viability, Usage & Status:Medium / High Viability. Functional utility movement option for warriors and specific assassins that dive into the midst of the enemy team to create disruption.

This is a hybrid option for warriors and some assassins that aren't afraid to jump into the middle of a teamfight and unleash their abilities. Possibly good for a jungling Nike who has her ult available to provide added health, or maybe Bakasura as he unleashes his ult and tries to burst down the entire enemy team.

A jack-of-all-trades item, it doesn't stand out anywhere, but has potential utility at a reasonable price. A bit of CDR, which is helpful for all Warriors, combined with added move speed, is great for quicker rotations, especially for slower gods without mobility.

To maximize the passive relic CDR effect, make sure you're using your relics as much as possible in any teamfight. Especially effective for gods that use Blink Rune.

This item applies its anti-heal via basic attacks, so only has utility function for gods that use basic attacks often. Without any power, this item is used only sporadically, though may be helpful for select Solo gods to counter enemy healers.

Winged Blade

300 health, 20% CC reduction, 10% move speed, passive (when hit by a slow, you are immune to slows and your movement speed is increased by 20% for 4 seconds. Only occurs once every 30 seconds).

Viability, Usage & Status:Medium Viability. Defensive utility option for Warriors, or perhaps Assassins, as a counter to slows and heavy CC. Picked up in the mid to late-game.

Provides a variety of tanky utility, namely against high CC and slows. Situational use for Warriors, and possibly some tankier Assassins, when struggling against enemy CC.

Stacking Items

Available for use in all modes except Assault, permanent stacking items are extremely popular for their powerful, fully-stacked stats. Because stacks are mainly built from minion waves, it takes time, and thus are most effective when purchased early, and in modes where matches are longer.

This doesn't mean you can't effectively build stacks in Arena, for example, but care and thought as to team composition should be utilized.

Viability, Usage & Status:High Viability. Standard pick for a damage dealer looking for a huge mana pool. Cannot be used in Assault.

This is a solid pick for almost any mage looking for high power and a mana pool that essentially guarantees they won't run out. Best for gods with an escape of some type, as this provides no survivability.

*NOTE* The true power contribution of this item depends on the total mana of the god & items chosen. You can easily see a final power contribution from this item at up to 180-190 power.

In a mode where backing often is common (e.g. Arena & Joust), the huge mana pool isn't needed quite as badly, and other, non-stacking items might be suggested.

Viability, Usage & Status:High Viability. Solid pick for gods looking for survivability. Extra mana and power is a bonus. Cannot be used in Assault.

For gods that are either squishy or don't have escapes, this item, though expensive, can be the difference between life and death. The huge 500 health increase at max stacks is an incredible amount, and survivability can be further enhanced with protection items.

Great for gods that like bruiser builds, such as Zhong Kui, or gods that find it difficult to avoid damage, such as Anubis.

Physical Stacking Items

This section will not cover temporary physical stacking items that lose stacks upon use/damage, such as Heartseeker. It's really designed to discuss two items with significantly different offerings.

Viability, Usage & Status:High Viability. Standard pick for an ability user looking for a huge mana pool. Cannot be used in Assault.

Picked up mostly by ability-reliant gods that rely on burst damage. This item provides an incredible pool of mana as it stacks, making it a good item for modes where longer stays in-lane are important (e.g. Conquest, Siege) and mana use is high. It's also the item that provides the highest power contribution of all physical items, upon gaining full stacks. It does cost a lot, so understand that it can put you behind in the early game.

The true power contribution of this item depends on the total mana of the god and items chosen. You will generally see at least 63 additional power coming at full stacks (a total of 98 power!).

Since it doesn't provide health sustain, it's a better choice if the god has some healing within their kit; otherwise, they'll likely have to supplement with specific lifesteal items such as Asi, Bloodforge, or Soul Eater.

In a mode where backing often is common (e.g. Arena & Joust), the huge mana pool isn't needed as much, and other, non-stacking items might be suggested. However, it's difficult to pass up the extremely high power offering.

Bridge Items

The following items are considered "bridge" items, meaning they bridge a gap between early-game and late-game to give you great, focused stats (at the time) for a low price (typically 1,700 gold). This concept is similar to starter items, whose prices are very low (700 gold) and provide good function at the beginning of a match.

The value of these bridge items fall off late-game, as their stats aren't quite comparable to full Tier 3 items. As such, these items should be built fairly early in a build, and their purpose is to provide key stats to give you a temporary advantage over enemies that might look to build full items at that time. If the match endures long enough that you reach a full build, you'll usually want to replace these bridge items.

Discussion: This item isn't currently very popular, but can be helpful for mages (think Mid-lane or Jungle in Conquest) facing threat from a physical Jungler. Decent magical power and some flat penetration provide a good boost in damage potential, while the 35 physical protection is substantial in the early going to deflect incoming damage.

This can also be an option for aggressive Guardians (typically in non-Conquest, teamfight modes) looking to gain an advantage in the early game with some kills, when facing more physical threats.

Stone of Binding

30 magical power, 30 magical protection, 30 physical protection, passive (hitting an enemy god with crowd control will place a debuff on enemies hit. The debuff decreases the enemy's magical and physical protections by 15 for 5 seconds).

Discussion: Due to the moderate amount of balanced protections, this is often a choice for Guardians looking to have a bit of tankiness while also enhancing their team's damage on specific targets. 15 protection reduction is very powerful in the early game, and can remain very effective as the match extends into the late-game, if the team is sticking close and working well together.

Discussion: The combination of low price, along with attack speed and penetration, makes this an extremely functional item for basic attackers. Perhaps the best mid-game item for lifesteal, as long as enough power has been built beforehand, since it doesn't provide any itself.

This item is one that has such strong stats that it may OR may not be replaced late-game, depending on user preference.

Berserker's Shield

25 physical power, 15 physical protection, 10% attack speed, passive (anytime you hit an enemy god with a basic attack you are healed for 1% of your maximum health and mana. Basic attacks that hit multiple enemies will restore 0.5% of your maximum Health and Mana after the first).

Discussion: This new item for Patch 5.16 provides basic attacking physical gods in the Solo lane with a means to be aggressive with some sustain, specifically as a counter to other physical gods. This is great especially for Bellona, Erlang Shen, and Osiris.

Gladiator's Shield

20 physical power, 30 physical protection, 10% CDR, passive (any time you hit an Enemy god with an ability you are healed for 2.5% of your maximum health and mana. If you hit an enemy with a basic attack, you are healed for 0.5% of your maximum health and mana).

Discussion: Most commonly picked up by Warrior Solo-laners immediately after their Boots of choice to counter other physical gods. The passive is great for sustain in combination with ability use, and the low price is great as a transition to the mid-game.

Magical & Physical Protections (Quick & Dirty Resource)

This section provides a quick summary for T3 and T2-final items with survival stats. Categories are separated into Magical protections, Physical protections, and Universal protections / health. Unlike other chapters, I won't be restating stats and offering discussion. Rather, I will briefly indicate typical users and the most important functions they provide.

This section contains items that provide dual protections, health, or both. Not all items that provide health are listed here...only the ones where health/survival is a large part of its contribution to overall stats.

Penetration / Protection Reduction

Protection Reduction / Penetration Calculations

ProtectionReduction and Penetration items are extremely functional and necessary for damage-dealers in all game modes. Both types aim to increase your damage output, but are calculated in different ways, and have drastically different effects in various situations. We will look at both groups separately, as well as how they can work together.

Firstly, however, it's important to know the calculation hierarchy when dealing with these stats:

What exactly does this mean? Specifically, the effect from the first type (% protection reduction) is calculated first. Adjusted numbers are then modified down the line, in that order.

*NOTE* One final calculation is made after ProtectionReduction and Penetration. This is called Damage Mitigation / Damage Reduction, and is applied by very unique items, such as Oni Hunter's Garb, Spirit Robe, and Warrior's Blessing. Some gods also have this built into their kits. However, that will not be discussed further in this section.

The biggest conflict with these stats occurs when ANY ProtectionReduction is present, and a % penetration item is also picked up. This isn't necessarily a big deal, but let's look at some examples to paint a clearer picture.

Calculations and Examples

Let's say the enemy tank has 200 magical protection.

Example 1: You have Obsidian Shard (15-45% penetration) and Spear of Desolation (15 flat penetration). % pen is calculated first. In this case, Shard will provide 45% penetration due to the enemy's high magical protection.

Shard takes 45% of 200, to a total of 110 protection (reduced by 90).

Spear provides 10 flat penetration, for a combined total of 100 remaining protection.

Example 2: You have Void Stone (15 flat protection reduction) and Obsidian Shard (15-45% penetration). Flat protection reduction would be calculated first. In this case, Shard will not max its effect, and rather provide 42% penetration due to the initial reduction from Void Stone.

Stone takes off 15 flat protection from 200, to a total of 185 protection.

Shard takes 42.2% of 185, for a combined total of 107 remaining protection (reduced by 78).

What changed? Even though Void Stone has a higher flat value, you can see that ProtectionReduction makes % penetrationless effective, albeit by small margins in many cases. It is important to consider this when building multiple items in these categories, or when the god you choose provides some of these effects in their kits.

Further Discussion on Penetration vs. Protection Reduction

In the earlier spoiler, I showed examples of decreased efficiency when mixing ProtectionReduction items with % penetration ( Obsidian Shard). However, this doesn't always mean mixing the two is bad.

A somewhat common item combination for hunters is The Executioner (provides ProtectionReduction) with Titan's Bane (% penetration), particularly against tanky enemy compositions. The Executioner is great for basic attackers, but takes 3 hits to reach full potential. Titan's Bane will drop in efficiency, but also doesn't need stacking, so it provides more immediate penetration function. Against the tankiest enemies, it can provide up to a combined equivalence of 62% penetration!

Decreased efficiencies are never openly welcomed, but combining ProtectionReduction with % penetration is not always the detrimental thing that overcapping CDR by 20% would be, for example. Just something to think about.

Gods with Protection Reduction / Penetration

Some gods even have built in skills or passives that give similar stats. Here is a list of gods and the skills they incorporate:

Key Differences

Finally, let's look at key differences between ProtectionReduction and Penetration.

Key aspects of ProtectionReduction:

Pros

Cons

ProtectionReduction is a debuff. This means that when under the effects of ProtectionReduction, ANY damage source of the same type (magical / physical) will be enhanced...not just yours! (Note that minions and objectives deal physical damage)

Protection reduction DOES affect Gold Fury, Fire Giant, and Titan.

Stacking items such as The Executioner and Demonic Grip don't overlap stacks, BUT if two gods have the same stacking item and are attacking the same target, max stacks can be achieved quickly.

Decreases effectiveness of % penetration items/skills.

DOES NOT affect minions, towers or phoenixes.

Auras (such as those provided by Void Shield and Void Stone) CANNOT be stacked. Having 2 of the same aura item on your team is less efficient.

This is a utility bridge item for Mages or aggressive Guardians, and is usually chosen as the 2nd or 3rd item. The physical protection is helpful for Mid-Lane Mages against strong physical pressure, such as that from Assassin Junglers, while the power and flat penetration can give you an early power spike, due to the low cost.

If you get to the late game, you'll want to replace this with another item.

Obsidian Shard

70 power, passive (your magic damage ignores 15% of the target’s magical protection. If the target has over 40 magical protections, this effect scales up to ignore a larger percentage of their protection. This caps at 45% magical penetration at 200 or more magical protection).

Against enemies with low magical protection, this item is less functional than most flat penetration items. The true benefit is for ability-users against tanks, where it will deeply cut through their protection. Best to pick up in the late game.

Effect is decreased if the enemy is affected by magical protection reduction of any kind.

High power and flat pen combine with a large % increase in both ability and basic attack damage. It also makes you take a significant amount more damage, and is limited to Guardians and Warriors, so is likely to see little use in the meta.

Can be a fun pickup for the offensively-minded, aggressive tank gods in non-competitive, teamfight modes, but that's about it.

Spear of Desolation

100 magical power, 15 flat penetration, 10% CDR, passive (earning a kill or assist subtracts 1 second from all abilities currently on CD).

Viability, Usage & Status:High Viability. Great for gods with DoT, ticking, or other multiple-hit abilities. Very functional in the middle of a build.

This is a unique item, in that it provides both penetration AND protection reduction. At full stacks vs. an enemy god, it provides the equivalent of 65 penetration!!! This is huge, and makes it extremely effective against squishy gods, whose inherent magical protection without items is only around 60-65 at level 20.

However, because it requires stacks, it is best purchased on gods that 1) DON'T plan on getting Obsidian Shard, and 2) have abilities with DoT / ticking damage, allowing for easy stacking.

Stone of Binding

30 magical power, 30 magical protection, 30 physical protection, passive (hitting an enemy god with crowd control will place a debuff on enemies hit. The debuff decreases the enemy's magical and physical protections by 15 for 5 seconds).

Viability, Usage & Status:High Viability. Aggressive early to mid-game bridge item for Guardians or Mages with hard CC, looking for some protection to go along with early teamfight potential.

Due to the moderate amount of balanced protections, this is often a choice for Guardians looking to have a bit of tankiness while also enhancing their team's damage on specific targets. 15 protection reduction is very powerful in the early game, and can remain very effective as the match extends into the late-game, if the team is sticking close and working well together.

Magical Protection Reduction Items

Magical protection reduction items are usually picked up in the middle of a build.

This is practically an essential item for a Mage focusing on basic attack damage, such as Chronos, Freya, and sometimes Sol depending on her build focus. The attack speed increase, paired with high % protection reduction, gives a huge boost to damage output.

Viability, Usage & Status:High Viability. Great for gods with DoT, ticking, or other multiple-hit abilities.

This is a unique item, in that it provides both penetration AND protection reduction. At full stacks vs. an enemy god, it provides the equivalent of 65 penetration!!! This is huge, especially against squishy gods, whose inherent magical protection without items is only around 48-65 at level 20.

It is best purchased on gods that 1) DON'T plan on getting Obsidian Shard, and 2) have abilities with DoT / ticking damage or can hit quickly with basic attacks, allowing for easy stacking.

When picking up this item, you sacrifice a bit of potential power for a significant amount of magical protection, which can shift the advantage in a 1 v 1 fight. Usually picked up by aggressive Guardians for the utility.

Requires some proximity for the protection reduction effect, so consider this when choosing it. Remember though, that most abilities and basic attacks fall within the 55 units, so if you're attacking, it's probably applying the effect.

Physical Penetration Items

Physical penetration items are usually picked up in the middle to late sections of a build. There are a wide variety of options, with better effect at different stages of the game.

Viability, Usage & Status:High Viability. Anti-heal for mid to late game ability-reliant gods.

High power and flat pen combined with an anti-heal effect is a great offensive counter to a self or group healer. Often a good choice for a Warrior, to counter an enemy Solo-Laner such as Amaterasu, Chaac, Guan Yu, Hercules, or any magical healer.

This is a strong item that can be built early or late game. The reasonable price and flat penetration are helpful for early-game aggression, but the passive's late-game power scaling make it functional for added burst.

High power and flat pen combine with a large % increase in both ability and basic attack damage. It also makes you take a significant amount more damage, and is limited to Guardians and Warriors, so is likely to see little use in the meta.

Can be a fun pickup for the offensively-minded, aggressive tank gods in non-competitive, teamfight modes, but that's about it.

This item should see the most benefit from builds incorporating Qin's Sais, due to the attack speed and penetration. Gods that have strong attack speed steroids may find use for this item when looking to get the most out of Qin's passive at all times, though it's typically not suggested to overcap much.

Viability, Usage & Status:High Viability. Mid to late-game damage option for basic attackers that also rely on abilities for some damage.

This is a mid to late-game pickup for basic attackers, providing a great combination of damage-focused stats. Due to its passive scaling, it's most effective in high-power builds.

Titan's Bane

30 physical power, passive (your physical damage ignores 15% of the target’s physical protection. If the target has over 65 physical protections, this effect scales up to ignore a larger percentage of their protection. This caps at 40% physical penetration at 200 or more physical protection).

Against enemies with low physical protection, this item is less functional than most flat penetration items. The true benefit is for ability-users against tanks, where it will deeply cut through their protection. Best to pick up in the late-game.

Effect is decreased if the enemy is affected by physical protection reduction of any kind.

This is an item most notably used by basic attackers for anti-heal effect. It's applied on basic attacks rather than abilities, so only has utility function for gods that use basic attacks often. Without any power, this is used only sporadically.

Physical Protection Reduction Items

Physical protection reduction items are usually picked up in the middle to late stages of a build. There are a few options, with better effect at different stages of the game.

Most prefer to pick this up in the mid-game before Qin's Sais or crit items. This is a solid pickup for the combination of protection reduction and attack speed, and a core item for physical basic attackers.

When picking up this item, you sacrifice high power or protection for a smaller portion of both. The key is the added protection reduction, which can swing the mid-game in your favor, especially when targeting squishy enemies that have low physical protection. More effective in the mid game, as the 20 flat protection reduction falls off in the late game to a degree, but with recent the recent nerf to Titan's Bane, this becomes a more viable item.

CDR: Item Combos and the Need (?) to Max

CDR (Cooldown Reduction) is a highly prized stat that is greatly appreciated by all gods that rely heavily on their abilities to be effective. The stat is capped at 40%, which means it's important to think ahead when planning your build...there are many choices, and simply getting two 20% CDR items (e.g. Breastplate of Valor + Jotunn's Wrath) means you block yourself from getting full effectiveness from other items that could potentially provide more function.

In addition, there are a couple of temporary buffs that increase your CDR for a short time: the Blue Mana buff and the Potion of Magical Might. If you regularly pick these up, you may not need to go beyond 30% CDR.

This chapter will go over CDR options, and provide some examples of item combinations to get the most out of the stat.

This is a highly popular physical protection item for all tanks, specifically for the mana pool and the highest CDR of all protection items. It is usually picked up fairly early in a build,
but is viable anytime.

Viability, Usage & Status:Medium Viability. Usage in the meta remains to be seen. Provides an incredible increase in move speed, and a very high 20% CDR, so is best considered for ability-based Junglers that want enhanced rotation speed.

This is a risky item, in that it makes you take increased damage from all sources. That said, the huge move speed boost can allow you to dominate the Jungle and steal camps from everywhere. Possibly an early alternative item to Boots, and something to be sold late-game.

This may be the most balanced anti-magical protection item. It provides some of everything...high protection, a bit of health, great mana sustain, and a passive that situationally gives you better than 20% CDR for some abilities. Never overlook this item.

Mail of Renewal

400 health, +10 HP5, 10% CDR, passive (gain 15% of your maximum health and mana over the next 5 seconds when you get a kill or assist against an enemy god or objective (Fire Giant, Gold Fury, etc.). Consecutive triggers of this passive refresh its duration, but do not stack).

Viability, Usage & Status:Low Viability. Although the very high health is great, the situational sustain is just not strong enough.

This item has little viability in a longer game mode like Conquest, though can be more effective in teamfight modes. It just doesn't have enough stats without the passive being in effect to provide enough functional utility. Also, the passive doesn't stack, it only refreshes upon getting multiple kills/assists.

Mantle of Discord

60 magical protection, 60 physical protection, 10% CDR, passive (if you take damage below 30% health, you unleash a shockwave that stuns all enemies within a range of 20 units for 1 second and gain CC immunity for 1 second. CD 90 seconds).

High balanced protections make this an expensive bigger brother (of sorts) to Spirit Robe.
The passive should be specifically noted...it only triggers when you're close to death, and has a long CD, so is designed to be effective more as a single protection item for some squishy gods to help them escape dangerous situations, rather than as a standard tank item.

Best and most common use of this item will be for gods that want to use Blink Rune as often as possible. Almost a core item in teamfight modes for gods like Odin and Ares, but sees much less use in Conquest. Can also be considered as a defensive item if you need Purification Beads or Aegis Amulet to be available as often as possible.

This item only works on gods that have healing in their kits. That said, it provides a great level of survivability due to the boost of high movement speed. With a very short CD that allows it to be used extremely often, it not only functions for chase / espape situations, but also to quickly traverse the large Conquest map.

Although a bit niche, it is extremely functional as a mid-game item to boost basic attack speed, not only for you, but for nearby teammates as well. I say mid-game, because late-game, most basic attackers have built up plenty of attack speed themselves, so it may be a bit less effective at that point. Due to towers only taking damage from basic attacks, it is also helpful in team pushes to take down objectives more quickly.

I suggest getting it on tanky gods (Supports and Solos) that also have some basic attack function in their kits, such as Bellona, Ymir, and Terra.

This provides a great balance of stats for a tanky god with great anti-CC function, with the main draw being the passive's ability to mitigate a good portion of incoming damage. Note that damage mitigation comes into effect BEFORE protections are factored in, so is also effective against TRUE damage.

Similar to the other items above that provide multiple functions, this is a direct counter item to basic attackers, while providing some added benefit for gods with basic attack function in their kits. You should probably only consider when facing multiple basic attacking enemies. Combines well with Midgardian Mail.

This item provides help for early ability-based wave clear, poke, and mana sustain. Mostly picked up by mages, it can also be the best starting item choice for hunters who rely more on their abilities than basic attacks.

Note that the CDR doesn't come into effect until all stacks are built.

Potion of Magical Might

Unlocks at level 10.Increases your magical power by 60 and CDR by 10% for 5 minutes or until you are killed. Also, damaging enemy gods with an ability returns 3% of your max mana.

If you're able to play it reasonably safe and have good teamwork, getting this 5 minute consumable can provide a good payoff. At the 10-minute mark (when this item unlocks), you won't have maxed CDR, and the power boost is helpful, especially for gods with high-scaling abilities.

The availability of this item means you don't necessarily have to get a full 40% CDR from items if you're okay with this consumable.

This lifesteal item is often overlooked by more selfishly direct options such as Polynomicon and Bancroft's Talon. However, in a group fight, the aura of shared power and lifesteal is incredible. This is definitely an underrated item.

Consider picking up on Mages with utility in their kits that need to stick close to teammates, or for aggressive Guardian Supports looking to add offensive utility to teamfights.

Shoes of Focus

40 magical power, 250 mana, 10% CDR, 18% move speed.

Viability, Usage & Status:High Viability. Main movespeed item that provides CDR for ability-spamming. Best in teamfight modes such as Arena, Assault, and Clash. Can replace Shoes of the Magi late-game.

This is an option for gods looking to use their abilities as often as possible. The additional mana really helps early ability use.

This is an interesting new item for S5, strongly focused on utility use rather than pure damage output. The burst damage it provides at full stacks is helpful, but to get enough healing out of it, it's better for gods that have low CDs on their damaging abilities.

Specialist's Blessing

+20 MP5, 10% CDR.

ROLE QUEST (passive): damage enemies or heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 Stack. Each ability can only trigger up to 3 stacks. At 75 stacks, this item evolves, gaining +10% Movement Speed.

This item provides a lot of potential utility in all non-Conquest modes. The 10% CDR is very nice for the cost. Combined with the increased movespeed once evolved, it can possibly retain value until late-game, where it would be sold for a full T3 item.

Due to the eventual movespeed gained, interesting starts may be possible. Example: Kali. Instead of choosing Boots as her first main item, consider moving directly into Hastened Katana for a total 20% MS. Late-game, sell Blessing for Stone Cutting Sword or other item with added movespeed, negating the need for shoes at all.

Spear of Desolation

80 magical power, 20 flat penetration, 10% CDR, passive (earning a kill or assist subtracts 1 second from all abilities currently on CD).

The combination of power and flat penetration is useful for basically any mage looking for extra damage, especially in the earlier stages of a match. It's not a core CDR item, though, and you might consider skipping this item if you need to counter a healer (in which case, you'd probably consider Divine Ruin).

Stone of Fal

70 magical power, 40 magical protection, 10% CDR, passive (anytime you are dealt more than 20% of your max health by a single magical ability, that damage is instead reduced by 10%. This effect has no CD).

This is a unique item for mages that provides them with protection...something many mages don't usually build. The protection is low and only against magical damage, so is best purchased when facing a particularly difficult mage with high single-hit burst potential, such as Scylla, Thoth, Ra, and Poseidon.

However, the damage reduction just isn't strong enough to make it a very worthwhile pickup.

Physical CDR Items

Ancile

40 physical power, 50 magical protection, 10% CDR, passive (whenever you take magical damage from an enemy ability you unleash a shockwave that Silences all enemies within a range of 30 units for 1 second. CD 30 seconds).

Viability, Usage & Status:Medium / High Viability. Anti-magical protection for gods in the midst of a fight.

Functional if the majority of the enemy threat is magical. Due to the low range, the passive is only helpful if you're in the midst of a fight.

Gladiator's Shield

20 physical power, 30 physical protection, 10% CDR, passive (any time you hit an Enemy god with an ability you are healed for 2.5% of your maximum health and mana. If you hit an enemy with a basic attack, you are healed for 0.5% of your maximum health and mana).

Most commonly picked up by Warrior Solo-laners immediately after their Boots of choice to counter other physical gods. The passive is great for sustain, and the low price is great as a transition to the mid-game. Replace late.

The targeted audience for this type of item are likely physical Solo-laners. It provides a huge pool of health and mana, while also offering situational CDR/mana regen. The thing here is that part of the draw is that you'll never run out of mana.

It is currently very popular as an early item for physical Solo-laners, and may also be considered by physical Supports as well.

Providing the single highest CDR for offensive physical use, it is a key early to mid-game pickup. Note that it's strictly for offensive use, so it's more effective and recommended for Assassins, rather than Warriors.

This is an interesting item that is generally meant for gods that utilize both basic attacks and abilities (e.g. ability-reliant hunters), with specific intent to provide sustain via lifesteal and healing. The high power is the main draw, with the rest of the stats providing a decent balance of utility.

Although it's a stacking item, it won't take long to evolve, as ANY nearby death (friend or foe, including minions) will provide stacks.

Viability, Usage & Status:High Viability. Standard pick for an ability user looking for a huge mana pool. Cannot be used in Assault.

Picking this item requires planning, and should be picked up early to start stacking ASAP. Discussed in more detail in the Stacking Items chapter, but overall provides a very high amount of power and mana to support ability use.

In a mode where backing often is common (e.g. Arena & Joust), the huge mana pool isn't needed as much, and other, non-stacking items might be suggested. However, it's difficult to pass up the extremely high power offering.

Item Combos and Maxing CDR

When looking to build high CDR (usually 30-40%), it's important to combine the right items together for the specific god and situation. A lot of build progression is covered in Chapter 2, but we'll talk specifically here about the focus on maxing CDR.

A lot of people are set on hitting that 40% mark, and doing so as quickly as possible. However, in many cases, you should understand that 30% CDR is already quite high, and other, non-CDR items may provide more utility in your full build. It is also a bit more important to build more CDR in teamfight modes such as Arena, Clash, and Joust, where you're constantly engaged with the enemy.

In any case, here are some general suggestions for CDR item combinations for various roles.

Assassins

Most Assassins focus on offense, though some will build bruiser with 1 or 2 protection items.

The 1-2 punch of a offensive physical ability user is Jotunn's + Hydra's. In most cases, Asassins are pretty adept at weaving basic attacks in-between ability use. I'll emphasize that I feel in most cases that 30% CDR is plenty. In some cases (perhaps Bastet or Loki), consider adding Transcendence as an early game item specifically for the high power. It will also get you to max CDR, and the very high power is great for abilities with high scaling.

If you want to max CDR, getting 1 protection item is an absolutely viable option. Unless faced with only magical or physical threats, universal protections provided by Spirit Robe and Mantle of Discord are suggested.

Great for gods like Thanatos, who appreciate the added health and movespeed to secure kills on fleeing enemies.

Guardians

Almost universally, Guardians will build as full tanks, with little emphasis on damage (at least in Conquest). Unfortunately, they don't get great CDR bridge items like Gladiator's Shield, but they DO have access to other options to compensate. Here, though, we'll only be talking about protections.

This is a standard combination for full protections. It maxes CDR and allows for at least 2 item slots for specific counter-building.

The choice between Genji's Guard and Shogun's Kusari depends on the amount of basic attackers on your team, and whether or not you have good basic attacking utility in your own kit. For a purer defensive item, Genji's is extremely well-balanced.

This might be a bit confusing. Let me elaborate. Early game, if you're intent on CDR, pick up the appropriate Blessing (for the mode) for the cheap CDR. Most gods early game will go Shoes of the Magi for the early poke potential...if so, replace late with Shoes of Focus...otherwise, you can opt to pick up Shoes of Focus from the start. Spear of Desolation is a solid mid-game item for the CDR and high flat penetration, but isn't essential. Chronos' Pendant is a great mid to late-game CDR item, and can be considered before Rod of Tahuti. Late game, you'll replace your blessing with another item that usually doesn't have CDR. Between Spear, Chronos, and Focus, you'll hit the max 40% CDR.

You'll usually pick one of these up mid-game, for the health sustain you'll get from the lifesteal. Very beneficial for gods like Isis who want to remain in the midst of teammates and thus will provide benefit to others with the utility this item provides. You can sub out any of the other CDR items from the Universal Offense list as needed.

Pick up the Stone late-game, specifically to counter magical enemies that have proven to be troublesome with their burst damage. You can sub out any of the other CDR items from the Universal Offense list as needed.

Warriors

Most Warriors these days will build mostly tanky, with only 1 or 2 offensively-oriented items. As such, although the draw to purchase Jotunn's Wrath is understandable, you'll usually be better off looking at defensive CDR items.

This combo is great with an early focus on countering physical gods, though you can switch Genji's and Gladiator/Berserker if facing more magical gods. The choice between Genji's Guard and Shogun's Kusari depends on the amount of basic attackers on your team, and whether or not you have good basic attacking utility in your own kit. For a purer defensive item, Genji's is extremely well-balanced, and the high MP5 it provides is a good replacement for the high mana pool you'd get from Breastplate of Valor.

If facing multiple basic attackers, add this in the later stages of a game. You can hard-counter basic attackers further by also adding Midgardian Mail.

Lifesteal

Lifesteal is a direct means to help sustain in lane, or outlast an opponent in a fight. Magical and physical lifesteal work differently, though, so the individual sections will discuss their best uses.

Magical Lifesteal Items

Magical lifesteal items are generally picked up by Mages. Guardians almost never pick up lifesteal items, though Polynomicon can be seen on the occasional Ymir, specifically for the extra damage it provides.

Magical lifesteal is gained by both abilities and basic attacks. It is usually picked up in the early to middle stages of a build, after movement speed items are obtained.

Viability, Usage & Status:High Viability. Lifesteal item for aggressive gods, and those with short-range damage abilities and high exposure.

Why short-range? The added benefit from this item is seen when your health is reduced. Other options provide utility...this is pure damage. Thus, it is an aggressive option for Mages that expect to take some damage due to vicinity, but expect most matchups to end in their favor, such as Anubis and Hades.

Due to the high power to cost ratio, this is also a popular sustain pickup for a variety of Mages in the early game to aid aggression.

Polynomicon

75 magical power, 12% lifesteal, 300 mana, passive (using an ability gives your next basic attack within the next 8 seconds +75% of your Magical Power as additional magical damage. The effect can only apply once every 3 seconds).

Viability, Usage & Status:Medium / High Viability. Added basic attack damage for builds with high magical power and some added measure of control.

The passive requires you to get a basic attack in after using an ability to apply the added damage. Also, the added damage is directly tied to magical power. Thus, this is an option for a high magical power build where they can easily follow up ability use with a quick basic attack. Abilities with CC are extremely helpful to confirm basic attack hits.

This item is strongly focused on utility rather than pure damage output. The burst damage it provides at full stacks is helpful, but to get enough healing out of it, it's probably better for gods that have low CDs on their damaging abilities.

Typhon's Fang

80 magical power, 15% lifesteal, 200 mana, passive (your magical lifesteal from items is increased by 40%. Your magical power is increased by 200% of the magical lifesteal you have).

By itself, you'll actually receive 14% lifesteal and 114 power, due to the passive. The passive basically suggests that you stack with an additional lifesteal item to further enhance total lifesteal, so consider this as a 2nd (late-game) lifesteal addition to provide yourself with incredible sustain in fights.

Note that magical lifesteal caps at 65%, and that certain gods have inherent lifesteal function (e.g. Freya, Anubis). Best lifesteal to combine Typhon's with are probably Polynomicon, Pythagorem's Piece, or Soul Gem. However, the passive's bonus healing can exceed this cap.

Physical Lifesteal Items

Physical lifesteal items support sustain and boxing. They are mainly picked up by Assassins, Hunters, and occasionally by basic-attacking Warriors whose builds focus strongly on damage.

Beware:physical lifesteal only works with basic attacks, so should only be picked up by basic attackers.

*NOTE* Lifesteal is reduced to 33% for each connecting hit for Izanami, as well as for AOE abilities that trigger basic attack effects.

The combination of low price, attack speed, and penetration makes this an extremely functional item for basic attackers and is probably the most popular physical lifesteal item in most modes. Perhaps the best mid-game item for lifesteal, as long as enough power has been built beforehand, since it doesn't provide any itself.

Pairs well with Hunter builds incorporating Transcendence, which provides the high power. Since it's technically a tier 2 item, consider replacing late-game.

Bloodforge

75 physical power, 15% lifesteal, passive (killing an enemy god forges a shield equal to 200 +10 per player for 20 seconds. While the shield is active you gain +10% move speed.

The high power is wonderful, but the cost is not. In most game modes, it's important to consider not only stats, but price as well. Waiting to complete this item in the mid-game can be disadvantageous, as enemies will have completed at least one item, with a solid start on another. Can be very effective for an Assassin looking to get in, secure a kill, and get out alive.

Generally only consider this as a late game replacement to Asi or Devourer's Gauntlet, depending on the rest of your build.

This is my suggested first item for pretty much all basic-attacking hunters (not Neith) in Assault, for sustain purposes.

Viability, Usage & Status:High Viability. Early sustain option for Hunters. Cannot be used in Assault.

At full stacks, this item provides 65 physical power and 24% lifesteal. Although it takes a while to build stacks, it is still the best option for early sustain, and pros such as BaRRaCCuDDa use it fairly often. Needs to be picked up as the 1st or 2nd item, in order to build the stacks and keep you competitive in lane.

This is an interesting item that is generally meant for gods that utilize both basic attacks and abilities (e.g. ability-reliant hunters), with specific intent to provide sustain via lifesteal and healing. The high power is the main draw, with the rest of the stats providing a decent balance of utility.

Although it's a stacking item, it won't take long to evolve, as ANY nearby death (friend or foe element) will provide stacks.

This section discusses the general mechanics and variation of basic attacks, as well as itemization for physical, basic-attacking gods, and discusses the merits and disadvantages of choosing specific damage enhancement items, namely Qin's Sais and critical damage options.

Basic attacking, from god to god, can be vary drastically, based on their stats and functions. The main areas of differentiation are as follows:

Physical / Magical Damage: Every god has a base value for basic attack damage. This value increases by a static amount per level. Power gained from item purchases will increase damage potential.

For physical gods, power provides 100% scaling. This means if you build physical 100 power, your base damage (before mitigations/protections are calculated) will increase by 100...at least for attack progressions of 1 (more on that in a bit).

For magical gods, power provides 20% scaling. If you build 100 magical power, your base damage will increase by only 20.

Single Target / Cleave: Most basic attacks, when no abilities are considered, are single target. Whichever target it hits first, it damages, and the attack is over. However, some attacks can cleave (hit multiple targets in range). Cleaves can affect the base damage stat in select cases, and also affects lifesteal amount.

Attack Progression: Attack progression is a much more complex stat. For reference, look on the individual god pages on the Official SMITE Wiki. You'll find progression information in the Summary section. It refers to both attack speed and the damage multiplier, which I will explain shortly.

0 Progression: The easiest to understand are gods with no progression, or rather, no variation in their attack speed. Hunters are a prime example. Each basic attack will be timed equally apart from each other. The only variant that will change the basic attack is the attack speed stat. Reference Neith as an example. All basic attacks will deal the same damage, given the same target and no change in protection values of the target.

Variable Progression: Many gods attack differently and at different speeds if you basic attack multiple times in a row. The easiest way to see this is to hold down your basic attack button.

The attacks can vary by being sped up (values below 1), or slowed down (values above 1). They will typically have different animations, so you can see a visual difference. In addition, and it's important to note...attack damage is affected by the progression value.

Let's put all of this information into some examples I will discuss in more detail. If you're learning about progression, read in order, as I cover some basic info with Ratatoskr, but employ different points in the others.

Ratatoskr's attack progression reads as 1 / 0.5 / 0.5 / 1.25x damage and swing time, hitting in an AOE on the final blow.

For ease of calculation, let's say his normal basic attack damage is 100, and his attack speed is exactly 1.

The first attack will hit immediately, but will have a cooldown of 1 second before the next basic attack can be used.

The next 2 attacks will hit with a cooldown of 0.5 seconds each. However, they will ALSO have a damage modifier, with the 0.5 value being applied by multiplication to the base damage. Specifically, it's 0.5 * 100 = 50. Each of these two hits will deal 50 damage, but will come twice as quickly as the first.

The final hit will have a cooldown of 1.25 seconds, but deal 1.25x the damage, or 125 damage. It also hits in an AOE, so all enemies close to him will also be hit for this damage. (This can be particularly useful when hitting multiple minions at a jungle camp, for example)

Her first attack is regular, but the following two are quick. It then repeats. If you listen to it, it would sound like this:

BEAT, beatbeatBEAT, beatbeatBEAT, beatbeatBEAT, beatbeatBEAT.

The specific reason I'm giving this example is because she is a perfect user of Qin's Sais. Qin's provides a passive damage boost that applies the same damage separate from the attack progression modifier. Even when her base basic attack damage is halved that of her first attack, Qin's will still apply its full passive damage. This makes the item extremely effective for her. More on build strategies in a bit.

Guan Yu's attack progression reads as 1 / 1 / 1.3 / 1.75x damage and swing time. The 3rd hit cleaves, and the last hit has an extended range of 16. (As an FYI, the typical range of a basic attack is 12.)

How do you use this info to your advantage? Well, Guan isn't a basic attacker. He's an ability user. However, in the early laning phase of a Conquest match, he'll rely a decent amount on his basic attacks to help clear minion waves. The first two attacks will only hit one enemy...but the 3rd hit is a cleave with enhanced damage. This means, when you need to clear the wave with basic attacks, you want to make sure you're always getting to that 3rd hit, and targeting multiple enemies in front of you to use it to its fullest potential.

The last hit is also unique...it can do a significantly higher amount of damage (1.75x the damage of the base, which is close to double damage), AND it has an extended range, so you can hit targets that are a bit farther away. Although you likely won't use that much, it can be helpful in fights when all of your abilities are down.

We'll discuss build strategies with this knowledge in a bit. But it'll be good to cover those damage spike items that are most commonly involved first.

Qin's Sais & Critical Strike Items

Now we'll get into a closer look at Qin's Sais and the critical strike item options. In most cases, as a single item, Qin's Sais will increase a physical basic attacker's DPS more than any other item. However, for appropriate gods with a proper accompaniment of items, crit builds can be extremely effective. People will typically build either into either Qin's OR crit, but usually not both.

This item is often picked up in the mid-game as the centerpiece of a basic-attacker's build. Pairs extremely well with The Executioner or penetration items. Requires fast attack speed to be effective, and effectiveness is increased the higher the enemy's max health.

This is an item that works extremely well for gods that have short attack progression, such as Kali, Osiris and Erlang Shen. More in the next spoiler.

With high single-item crit chance and a passive that further increases bonus damage from crits, this is an essential item when building into crits.

Typically built as a 2nd or 3rd crit item, due to the high cost.

Specific examples where gods might choose this as a first crit item, and even build as early as the mid-game, include gods that have crit function built into their kits or abilities, such as Jing Wei and Ne Zha.

Malice

40 physical power, 25% crit chance, passive (successfully hitting an enemy with a critical strike will subtract 2 seconds from all of your abilities currently on CD, except your ultimate ability. This effect can only happen once every 5 seconds).

An expensive item (so usually best built later in a build), this can be purchased as either the first or second crit item. Provides a unique kind of CDR that can be helpful if you're spamming abilities, but its actual use in Season 6 is to be determined.

The price makes this item appealing, along with the passive's effect at increasing chance overall. If you prefer higher than "standard" 40% crit chance but don't want to sacrifice 3 item slots, this can be a great pairing with Deathbringer following it.

The added attack and move speed has strong appeal, especially for Hunters that have built limited attack speed items, don't have steroids in their kit, or have no escape abilities.

Typically built late-game after other crit items have been built to help keep the passive refreshed.

Employing Build Strategies with Consideration of Attack Progression

So the question is, with the higher damage potential of a crit build, when would one choose Qin's Sais, and when are crit builds better? And how can we utilize our knowledge about attack progression to improve our build choices?

Choosing Qin's Over Crit

Qin's Benefits

+ Best single item for damage against gods+ Allows for more item options+ Effective against high-health targets+ Great for gods with fast, consistent attack+ Cheaper than crit builds+ Comes online faster (purchased mid-game)

Mid-Game Power Spike: Because of the cost of crit items, they're typically built later in the game. Qin's Sais, though, provides a significant damage spike by itself, and thus can often be built in the mid-game. This provides a potential advantage during this phase of the game.

Build Flexibility: Since Qin's Sais is effective while only taking up one item slot, it allows for at least one additional item slot for other utility. This can be anything from a defensive item for greater survivability (e.g. Magi's Cloak), to additional power / pen / attack speed, to situational effects like Brawler's Beat Stick's anti-heal.

Consistent Damage w/ No AS Steroids: One thing that works in a god's favor in choosing Qin's is when they have no attack speed steroids. Building high base attack speed when the god has a steroid introduces the possibility of inefficiency due to overcapping the AS while the steroid is active (e.g. Artemis' Vengeful Assault).

With no AS steroids, it allows you to build toward the cap (2.5 AS) without having to worry about that efficiency. And Qin's LOVES AS. It's a match made in heaven.

Crit Counters:

Here are some things that can counter or reduce the effect of critical damage:

Hou Yi and Geb have kits that protect them somewhat from consecutive crits.

Shield of Thorns is a relic that offers higher damage reflection for a short time compared to Nemean Lion, and can be used as a strong counter to high DPS or to make you a less appealing target.

Spectral Armor is a specific counter to critical damage, reducing the bonus damage by 40%.

If the majority of the team is building tanky, Qin's Sais will likely see more benefit.

Quick Attack Progression: Qin's is a great choice for gods with no progression, and also for gods with quick attack progression.

All hunters have no attack progression...meaning that they shoot each attack at the same consistent speed. The build strategy for these gods, when looking to maximize their DPS, is to achieve a very high base AS, so the Qin's passive damage proc is applied as often as possible.

Some Assassins and Warriors have attack strings where they attack more quickly for the first hit or two (or even more, like Erlang Shen). Remember, the passive damage boost from Qin's applies to EACH HIT...so the more attacks that land, the more effect and damage you'll output via the passive.

Here are some examples of gods that can benefit from Qin's Sais due to their attack progression:

This is also where attack cancelling comes into play, to help get the most out of these strings. Here are a couple of resources that can help explain this strategy, courtesy of Krett and Team Dignitas:

Burst Damage Potential: Although crit builds rely on RNG (random number generator, meaning a randomized chance), these builds have the potential for incredible bursts of damage. These bursts, when applied to squishy, low-health gods, can mean quick deaths for your enemies.

Crits Work On Minions: One big but often overlooked advantage crits have over Qin's is that the bonus damage effect works on minions. This can mean significantly quicker clear, and also works synergistically with lifesteal effects...meaning you can clear quickly AND get your health back up more quickly.

Great with God AS Steroid Abilities: The best crit builds incorporate high power and high pen in combination with the 2 or 3 crit items you purchase. Why? Crit bonus damage scales directly with power.

Attack speed is an appreciated stat (more hits = more chances to crit), but unlike Qin's Sais builds, crit builds aren't dependent on high base AS to be effective. In this, crit builds work incredibly well for gods that gain AS within their kit, as it allows them to have good AS while focusing an enemy, while not having to dedicate space for multiple items specifically with that stat.

Here's a list of gods with AS steroids that can do well with crit builds (this doesn't mean others CAN'T do well with crit, mind):

Finally, one other question: "Why not Qin's AND crits?!?" Well, sure, the combo can absolutely provide some great DPS. However, understand that the passive damage from Qin's isn't synergistic with crits (crits don't enhance Qin's passive damage).

In an optimal situation, you might choose to pick up Qin's for a good power spike and enhanced effectiveness against tanks. If you've already picked up The Executioner beforehand, crits can be built afterwards, if you're steamrolling the competition...but building 3 items that are all 2,600 and up (e.g. Qin's Sais at 2,700, Wind Demon at 2,600, and Deathbringer at 3,000) can take a lot of time unless you're fed.

Optimal (fed): The sequence you might consider in this case would be something like:

Let's say that you plan to build Qin's and crit, but you find yourself on your heels, being pushed back (your team is losing). In this case, that same build might really put you behind, so Qin's Sais is still a good idea, but you may delay or completely move away from considering crits to allow for counter-building.

At that point, split-pushing or otherwise focusing on objective takedown might be more to your team's advantage. Instead of the crit items, you might choose Titan's Bane and Odysseus' Bow. If you get to the late game and have spare money, you can eventually convert back over to crit, if you want.

The other path would be to go straight into crit, with Qin's Sais being a late-game situational add. That might look like this:

Of course, this is only a very basic example...I'm not getting into Transcendence starts, etc.

This might be a more common approach. In this case, the first 5 main items all provide necessary / core stats, with the 6th item being flexible. Qin's is an okay add-on especially late-game, though other options exist that are also effective.

References

Here are some references you might find helpful.

EliteOwnage's Smite Builder: You can see full calculations for builds at different levels, and experiment with head-to-heads to see how your build will fare against different enemies and builds.

Vini, no golden rule, but if there WAS a golden rule, I'd probably be in general agreement. To be a good, functional tank whose main build purpose is to absorb damage somewhat efficiently, I'd suggest the following:

Health: getting around 3,000 is a good value. A couple hundred less or a few hundred more isn't bad, if the items fit the situation. Remember health is adversely affected by items like Qin's Sais, Ethereal Staff, and Soul Reaver, but remains effective against true damage.

Mitigations: separate from protections, this allows you to not overdo protections (since there is a factor of decreasing effectiveness the higher protections go, re: that protections graph I've posted before). Oni Hunter's Garb or Spirit Robe are good adds. Not absolutely required, especially considering god kit (e.g. Bacchus' Drunk-O-Meter), but mitigations are effective against ALL incoming damage. Issue is its limitations. It's the most powerful tank stat, but Oni's requires multiple close enemies, and Spirit requires you to be hit by hard CC.

Additionally, I've revamped the damage spike chapter to include more detailed discussion on basic attack mechanics and attack progression, and fit it better into the discussion for using crits and Qin's. Would appreciate feedback.

There was a very general statement made in the god kit section right off the bat that says scylla needs to build pen. I don't understand why you would focus building any pen for Scylla when she can one shot hunters and mages without it. (which is what she is used for in joust/conquest team fights) Idk I may just be poking at blanket statements

Pen is an important offensive stat for any full offense God. Scylla is no exception. Yes, she can almost one shot a squishy God, but what happens when your ult is down? Do you choose not to fight? I'm not sure I get your point.

I know you need 5 enemy gods to fully stack masamune, but do you think the +100 health and utility/ movement speed from masamune generally make it a better alternative to shifter's shield? Lets not assume we are jungling. Again let's assume General purpose.

MS is nice depending on what other items you're getting, and if you already got MS from something other than just base Boots. But since we're making many generalized assumptions, then how about you can assume that Masa is generally an optional, functional choice that has more reliable/steady power contribution and that added MS over Shifter's...if that's what you prefer.

It's like you want a black and white answer...but dude, both are fine situationally with regard to what you prefer at that time.

But since we're making many generalized assumptions, then how about you can assume that Masa is generally an optional, functional choice that has more reliable/steady power contribution and that added MS over Shifter's.

For Wind Demon, you might also consider mentioning the considerable enhanced movement speed from the passive, as it is a pivotal part of the item. It is usually built as a 2nd/3rd crit item to keep its passive refreshed.

In the Choosing Qin's over Crit section, Spectral Armor is listed as reducing crit damage by 50% (half). Should be 60%

And finally, Deathbringer is not listed as a core item for every god in the game. Hope this helps some ^_^

Wow, thanks for catching all the different things...that's a lot of reviewing (and a lot of mistakes that have added up over the last year or two!).

(Also, I just finished the physical protections and separated those with dual protections...)

I just like Hastened Ring that much. I don't see where I stated 30 seconds though...everything I've checked already says 25.

The Thoth stats were intentional, but due to mana contribution from current level and other items, I didn't know the best way to present it. That's why I put in notations. I'll use the base Thoth mana contribution though.

Good call on Dynasty, Ancile, Runic.

I left the Reinforced items out of the protections section...people should typically choose shoes as a core item, and there's a specific section just for those.

Nike's Rend is protection shred...drops protections, rather than provides pen. But yeah, it's flat, not %. Thanks for spotting.

OOPS. LOL completely forgot the writeup for HS.

Implemented all changes, as far as I know. Thanks again for your efforts.

This item grants 4 seconds of high mobility for boxing when basic attacking, before requiring a 30 second CD to become available again. Can see some good effect for some magical gods such as Chronos, Poseidon, Sol, and Freya.

I know it's not needed for everyone, but what about a section for anti-heal? I've been noticing more and more that a lot of people don't build anti-heal when they should and even I still forget about it sometime.

Both of you guys are right. It's not a hard thing to remember or think about but it gets tiring when you see teams with two or more gods you should build anti-heal against and at least one Meditation and I'm only the only one building anti-heal.

In the protections chapter, I'm using a different format because there are too many items overall. I've only completed the magical protections section, and am looking for feedback on the presentation style.

NOTE: I want to keep it simple. Just a quick reference. I don't want to code and write forever. If you think this works, great. If not, suggestions are appreciated.

SmiteFire & Smite

Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.